BabylonExporter.Skeleton.cs 14 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Autodesk.Max;
  4. using BabylonExport.Entities;
  5. using SharpDX;
  6. namespace Max2Babylon
  7. {
  8. internal class BonePoseInfo
  9. {
  10. public IGMatrix AbsoluteTransform { get; set; }
  11. public IGMatrix LocalTransform { get; set; }
  12. }
  13. partial class BabylonExporter
  14. {
  15. readonly List<IIGameSkin> skins = new List<IIGameSkin>();
  16. readonly List<IIGameNode> skinnedNodes = new List<IIGameNode>();
  17. //IISkin GetSkinModifier(IINode node, out IModifier skinModifier)
  18. //{
  19. // skinModifier = null;
  20. // var obj = node.ObjectRef;
  21. // if (obj.SuperClassID != SClass_ID.GenDerivob)
  22. // {
  23. // return null;
  24. // }
  25. // var derivedObject = obj as IIDerivedObject;
  26. // if (derivedObject == null)
  27. // {
  28. // return null;
  29. // }
  30. // for (var index = 0; index < derivedObject.NumModifiers; index++)
  31. // {
  32. // var modifier = derivedObject.GetModifier(index);
  33. // if (modifier.ClassID.PartA == 9815843 && modifier.ClassID.PartB == 87654) // Skin
  34. // {
  35. // var skin = modifier.GetInterface((InterfaceID)0x00010000) as IISkin;
  36. // if (!skins.Contains(skin))
  37. // {
  38. // skins.Add(skin);
  39. // }
  40. // skinModifier = modifier;
  41. // return skin;
  42. // }
  43. // }
  44. // return null;
  45. //}
  46. //float[] GetBoneBindPoseLocalMatrix(IISkin skin, IINode bone, bool hasParent)
  47. //{
  48. // var matrix = Loader.Global.Matrix3.Create();
  49. // var result = skin.GetBoneInitTM(bone, matrix, false);
  50. // if (!hasParent)
  51. // {
  52. // return matrix.ToArray();
  53. // }
  54. // else
  55. // {
  56. // var parentInverse = Loader.Global.Matrix3.Create();
  57. // result = skin.GetBoneInitTM(bone.ParentNode, matrix, false);
  58. // parentInverse.Invert();
  59. // return matrix.Multiply(parentInverse).ToArray();
  60. // }
  61. //}
  62. //float[] GetBoneMatrixForFrame(IINode bone, int frame, bool hasParent)
  63. //{
  64. // // var nodeTM2 = bone.GetNodeTM(frame, Tools.Forever);
  65. // // var parent = bone.ParentNode;
  66. // // if (!hasParent)
  67. // // {
  68. // // parent = bone;
  69. // // }
  70. // // else
  71. // // {
  72. // // parent = bone.ParentNode;
  73. // // }
  74. // // var inverseParentTM = parent.GetNodeTM(frame, Tools.Forever);
  75. // // inverseParentTM.Invert();
  76. // // var localTransform = nodeTM2.Multiply(inverseParentTM);
  77. // // var vLocalPos = localTransform.Trans;
  78. // // var parts = Loader.Global.AffineParts.Create();
  79. // // Loader.Global.DecompAffine(localTransform, parts);
  80. // // IPoint3 eulerAngs = Loader.Global.Point3.Create();
  81. // //#if MAX2015
  82. // // var eulerAngsPtr = eulerAngs.NativePointer;
  83. // //#else
  84. // // var eulerAngsPtr = eulerAngs.Handle;
  85. // //#endif
  86. // // //Loader.Global.QuatToEuler(parts.Q, eulerAngsPtr);
  87. // // return ( Matrix.RotationQuaternion(new Quaternion(parts.Q.X, parts.Q.Y, parts.Q.Z, parts.Q.W))*Matrix.Translation(vLocalPos.X, vLocalPos.Z, vLocalPos.Y)).ToArray();
  88. // return Matrix.Identity.ToArray();
  89. //}
  90. IGMatrix WithNoScale(IGMatrix mat)
  91. {
  92. var mat3 = mat.ExtractMatrix3();
  93. mat3.NoScale();
  94. return Loader.Global.GMatrix.Create(mat3);
  95. }
  96. private void ExportSkin(IIGameSkin skin, BabylonScene babylonScene)
  97. {
  98. var babylonSkeleton = new BabylonSkeleton { id = skins.IndexOf(skin) };
  99. babylonSkeleton.name = "skeleton #" + babylonSkeleton.id;
  100. RaiseMessage(babylonSkeleton.name, 1);
  101. //IGMatrix skinInitMatrix = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true));
  102. //skin.GetInitSkinTM(skinInitMatrix);
  103. var skinIndex = skins.IndexOf(skin);
  104. var meshNode = skinnedNodes[skinIndex];
  105. var skinInitMatrix = meshNode.GetObjectTM(0);
  106. var bones = new List<BabylonBone>();
  107. var gameBones = new List<IIGameNode>();
  108. var boneIds = new List<int>();
  109. var bindPoseInfos = new List<BonePoseInfo>();
  110. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  111. {
  112. var gameBone = skin.GetIGameBone(index, false);
  113. if (gameBone == null)
  114. {
  115. gameBones.Add(null);
  116. boneIds.Add(-2);
  117. bones.Add(new BabylonBone { index = index, name = "null-bone" });
  118. bindPoseInfos.Add(new BonePoseInfo { });
  119. }
  120. else
  121. {
  122. gameBones.Add(gameBone);
  123. boneIds.Add(gameBone.NodeID);
  124. bones.Add(new BabylonBone { index = index, name = gameBone.Name });
  125. //IGMatrix boneInitMatrix = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true));
  126. //skin.GetInitBoneTM(gameBone, boneInitMatrix);
  127. var boneInitMatrix = gameBone.GetObjectTM(0);
  128. bindPoseInfos.Add(new BonePoseInfo { AbsoluteTransform = boneInitMatrix });
  129. }
  130. }
  131. // fix hierarchy an generate animation keys
  132. for (var index = 0; index < skin.TotalSkinBoneCount; index++)
  133. {
  134. var gameBone = gameBones[index];
  135. if (gameBone == null)
  136. {
  137. var babBone = bones[index];
  138. bindPoseInfos[index].LocalTransform = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true));
  139. babBone.matrix = bindPoseInfos[index].LocalTransform.ToArray();
  140. }
  141. else
  142. {
  143. var parent = gameBone.NodeParent;
  144. var babBone = bones[index];
  145. if (parent != null)
  146. {
  147. babBone.parentBoneIndex = boneIds.IndexOf(parent.NodeID);
  148. }
  149. if (babBone.parentBoneIndex == -1)
  150. {
  151. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(skinInitMatrix.Inverse);
  152. }
  153. else
  154. {
  155. var parentBindPoseInfos = bindPoseInfos[babBone.parentBoneIndex];
  156. bindPoseInfos[index].LocalTransform = bindPoseInfos[index].AbsoluteTransform.Multiply(parentBindPoseInfos.AbsoluteTransform.Inverse);
  157. }
  158. babBone.matrix = bindPoseInfos[index].LocalTransform.ToArray();
  159. var babylonAnimation = new BabylonAnimation
  160. {
  161. name = gameBone.Name + "Animation",
  162. property = "_matrix",
  163. dataType = BabylonAnimation.DataType.Matrix,
  164. loopBehavior = BabylonAnimation.LoopBehavior.Cycle,
  165. framePerSecond = Loader.Global.FrameRate
  166. };
  167. var start = Loader.Core.AnimRange.Start;
  168. var end = Loader.Core.AnimRange.End;
  169. float[] previous = null;
  170. var keys = new List<BabylonAnimationKey>();
  171. for (var key = start; key <= end; key += Ticks)
  172. {
  173. var objectTM = gameBone.GetObjectTM(key);
  174. var parentNode = gameBone.NodeParent;
  175. IGMatrix mat;
  176. if (parentNode == null || babBone.parentBoneIndex == -1)
  177. {
  178. mat = objectTM.Multiply(meshNode.GetObjectTM(key).Inverse);
  179. }
  180. else
  181. {
  182. mat = objectTM.Multiply(parentNode.GetObjectTM(key).Inverse);
  183. }
  184. var current = mat.ToArray();
  185. if (key == start || key == end || !(previous.IsEqualTo(current)))
  186. {
  187. keys.Add(new BabylonAnimationKey
  188. {
  189. frame = key / Ticks,
  190. values = current
  191. });
  192. }
  193. previous = current;
  194. }
  195. babylonAnimation.keys = keys.ToArray();
  196. babBone.animation = babylonAnimation;
  197. }
  198. }
  199. //FixupHierarchy(Loader.Core.RootNode, skin.GetBone(0), bones);
  200. babylonSkeleton.bones = bones.ToArray();
  201. babylonScene.SkeletonsList.Add(babylonSkeleton);
  202. }
  203. //private void ExportSkin(IISkin skin, BabylonScene babylonScene)
  204. //{
  205. // var babylonSkeleton = new BabylonSkeleton { id = skins.IndexOf(skin) };
  206. // babylonSkeleton.name = "skeleton #" + babylonSkeleton.id;
  207. // RaiseMessage(babylonSkeleton.name, 1);
  208. // var bones = new List<BabylonBone>();
  209. // for (var index = 0; index < skin.NumBones; index++)
  210. // {
  211. // var bone = new BabylonBone { name = skin.GetBoneName(index), index = index };
  212. // var maxBone = skin.GetBone(index);
  213. // var parentNode = maxBone.ParentNode;
  214. // if (parentNode != null)
  215. // {
  216. // for (var recurseIndex = 0; recurseIndex < index; recurseIndex++)
  217. // {
  218. // if (skin.GetBone(recurseIndex).GetGuid() == parentNode.GetGuid())
  219. // {
  220. // bone.parentBoneIndex = recurseIndex;
  221. // break;
  222. // }
  223. // }
  224. // }
  225. // var hasParent = bone.parentBoneIndex != -1;
  226. // var currentBoneNeutralMatrix = GetBoneBindPoseLocalMatrix(skin, maxBone, hasParent);
  227. // bone.matrix = currentBoneNeutralMatrix;
  228. // // Animation
  229. // var babylonAnimation = new BabylonAnimation
  230. // {
  231. // name = bone.name + "Animation",
  232. // property = "_matrix",
  233. // dataType = BabylonAnimation.DataType.Matrix,
  234. // loopBehavior = BabylonAnimation.LoopBehavior.Cycle,
  235. // framePerSecond = Loader.Global.FrameRate
  236. // };
  237. // var start = Loader.Core.AnimRange.Start;
  238. // var end = Loader.Core.AnimRange.End;
  239. // float[] previous = null;
  240. // var keys = new List<BabylonAnimationKey>();
  241. // for (var key = start; key <= end; key += Ticks)
  242. // {
  243. // var current = GetBoneMatrixForFrame(maxBone, key, hasParent);
  244. // if (key == start || key == end || !(previous.IsEqualTo(current)))
  245. // {
  246. // keys.Add(new BabylonAnimationKey
  247. // {
  248. // frame = key / Ticks,
  249. // values = current
  250. // });
  251. // }
  252. // previous = current;
  253. // }
  254. // babylonAnimation.keys = keys.ToArray();
  255. // bone.animation = babylonAnimation;
  256. // bones.Add(bone);
  257. // }
  258. // //FixupHierarchy(Loader.Core.RootNode, skin.GetBone(0), bones);
  259. // babylonSkeleton.bones = bones.ToArray();
  260. // babylonScene.SkeletonsList.Add(babylonSkeleton);
  261. //}
  262. //private void FixupHierarchy(IINode sceneRoot, IINode skeletonRoot, List<BabylonBone> bones)
  263. //{
  264. // var skeletonTransforms = new NodeTransforms(skeletonRoot, 0);
  265. // var sceneRootTransforms = new NodeTransforms(sceneRoot, 0);
  266. // var skelAbs = skeletonTransforms.AbsoluteTransform;
  267. // var invSceneAbs = sceneRootTransforms.AbsoluteTransform;
  268. // invSceneAbs.Invert();
  269. // var skelAbsInvSceneAbs = skelAbs.Multiply(invSceneAbs);
  270. // var invSkelLocalTransform = skeletonTransforms.LocalTransform;
  271. // invSkelLocalTransform.Invert();
  272. // var skelAbsInvSceneAbsXinvSkelLocalTransform = skelAbsInvSceneAbs.Multiply(invSkelLocalTransform);
  273. // bones[0].matrix = skelAbsInvSceneAbs.ToArray();
  274. // var matskelAbsInvSceneAbsXinvSkelLocalTransform = new Matrix(skelAbsInvSceneAbsXinvSkelLocalTransform.ToArray());
  275. // foreach (var b in bones)
  276. // {
  277. // var oldTransform = new Matrix(b.matrix);
  278. // b.matrix = (oldTransform * matskelAbsInvSceneAbsXinvSkelLocalTransform).ToArray();
  279. // foreach(var frame in b.animation.keys)
  280. // {
  281. // var oldTransform2 = new Matrix(frame.values);
  282. // frame.values = (oldTransform2 * matskelAbsInvSceneAbsXinvSkelLocalTransform).ToArray();
  283. // }
  284. // }
  285. //}
  286. }
  287. }